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Buff Lbx 10?


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Poll: Buff Lbx 10? (39 member(s) have cast votes)

Buff LBX 10?

  1. Buff by 0.2 per shell (9 votes [23.08%])

    Percentage of vote: 23.08%

  2. Buff by 0.3 per shell (8 votes [20.51%])

    Percentage of vote: 20.51%

  3. Fine where it is (15 votes [38.46%])

    Percentage of vote: 38.46%

  4. MadCat02 is a jerk (7 votes [17.95%])

    Percentage of vote: 17.95%

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#1 MadCat02

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Posted 26 September 2013 - 12:37 PM

IF you shoot 2x LBX10 at 350 meters you basicly have AC20 for 24 tons . AC20 does about 17 damage at 350 but in a single spot . One could argue that hitting damage in the same spot is better than spread it .

If you shoot 2xLBX10 at 500 meters youll do about 12 damage on 3 limbs . LBX10 projectile seems just as slow as ac10 or ac20 so its not really a ranged weapon.

Why is short range weapon does only 10 damage and weights 12 tons ?

Also critical hits on ammo don't really matter since smart players store ammo in legs and sometiemes arms.

Edited by MadCat02, 26 September 2013 - 12:49 PM.


#2 Roland

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Posted 26 September 2013 - 12:38 PM

Quote

One could argue that hitting damage in same spot is better than spread it .


There is no argument here.

Focused damage is always better. Period.

#3 MadCat02

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Posted 26 September 2013 - 12:40 PM

View PostRoland, on 26 September 2013 - 12:38 PM, said:


There is no argument here.

Focused damage is always better. Period.


Well PGi apperently think otherwise since AC10 and LBX10 have very similar in stats .

i think AC10 needs buff too .

Edited by MadCat02, 26 September 2013 - 12:50 PM.


#4 Orkhepaj

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Posted 26 September 2013 - 12:57 PM

Yup boost 20%

#5 Royalewithcheese

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Posted 26 September 2013 - 01:08 PM

Damage boost + no crit-seek gimmick IMO.

#6 Huntsman

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Posted 26 September 2013 - 08:57 PM

The damage is fine. Maybe drop the weight of the weapon a little and institute map voting so you're bringing this specialized tool only into the right situations.

#7 Mechabrozilla

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Posted 26 September 2013 - 09:21 PM

Weapon is fine on damage for now could maybe use more ammo per ton or a weapon weight down by 1 ton and you would see way more guys using it. What you don't want is pgi adding more to it so that all of a sudden everyone is using it. Cause then its only a matter of time before someone starts to whine then everyone else will whine about it leading to nerfs. As it is 1 LBX 10 is kind of medicore 2 is good but only a few mechs can fit that many in.

But then again the LBX has been crappy until recently if clan LBX 20s start popping up I bet guys will complain about damage then.

#8 Taemien

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Posted 26 September 2013 - 10:33 PM

I have a sort of unorthodox way of fixing the LBX10.

Buffing damage wouldn't be a good idea, at least not by itself. Buffing damage to 1.2 or 1.3 dmg per unit doesn't fix the problem of the weapon being a short range weapon. All that does is encourage people to stay up close to ensure you get 12 or 13 damage.

So this is what I recommend.

Buff the dmg per unit, but only after a certain range. This ensures that the weapon does the same or similar damage out to its full range as it does up close. This way if you just outright miss with 1 or 2 units, you still deal 9.6-11.7 damage. This is effectively using a similar mechanic as PPCs had where they did reduced damage at under 90m. Its just that LBXs will have their damage buffed so the reduction of damage in close range wouldn't pan out to be a nerf. Of course it wouldn't be a true linear reduction (no 0 dmg at 0 range, it would deal 1.0 per unit at 0 range).

Keep the current crit mechanics and you have a weapon with a choice. If the target has internals showing, you can choose to do higher damage criticals at medium range, or get close for many criticals at a smaller damage value.

This is also a skill based solution as it would encourge players to stay at the optimal range to get the most out of the weapon. You could theoretically get a full 12 or 13 damage out of it if you aim it just right at the right range. Opponents seeing an LBX weapon would have a choice to get close or get further away or take evasive measures to avoid full damage.

A change to a weapon that gives both the firer and the target a choice is a win/win solution in my opinion.

#9 xengk

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Posted 26 September 2013 - 11:02 PM

LBX10 is fine now.
Comparing it to AC10, while both are within their optimum range.
AC10 deals 10 or 0 damage.
LBX10 deal 10 to 0 damage.
That is the main different between the 2 weapon.
One is a shotgun with increase change of hitting, the other is a rifle with pinpoint damage.

Not only that, it is 1t lighter, 1 crit smaller and shots about 100m farther than AC10.
AC10 could use a faster cooldown time, maybe 0.5 or 0.25 second reduction.

#10 Orkhepaj

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Posted 26 September 2013 - 11:40 PM

View Postxengk, on 26 September 2013 - 11:02 PM, said:

LBX10 is fine now.
Comparing it to AC10, while both are within their optimum range.
AC10 deals 10 or 0 damage.
LBX10 deal 10 to 0 damage.
That is the main different between the 2 weapon.
One is a shotgun with increase change of hitting, the other is a rifle with pinpoint damage.

Not only that, it is 1t lighter, 1 crit smaller and shots about 100m farther than AC10.
AC10 could use a faster cooldown time, maybe 0.5 or 0.25 second reduction.

Oh yeah it complety fine being the shittier weapon.
Spreading the dmg across the target is the noobs way to fight. Pinpoint alpha is the superior weapon.
I bet you read the dmg done chart at games end and think you did fine with lbx. But hey it only tells that you stripped all armour from the target making it the lest effective way to kill that mech. This is why dmg done should be dropped,it just makes the noobs think they are doing great,oh wait now i understand why pgi put it in :)





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